Dumb terminology question...

meomwt

First Post
I know that open-ended campaigns are called sandboxes, I just don't know why!

Can anyone shed any light on the origins of this term?

And if anyone else has any terminology questions, don't be shy, please feel free to use this thread and throw them to the good folks of our Community.
 

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A sandbox for kids is an area designed for playing in. It might contain things to play with (e.g. bucket and pail). I think the connection to a game without a linear story is pretty obvious - "here's an area full of stuff to interact with and play with at your discretion - go to it, have fun with these things." That's like a sandbox.
 
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I've not seen open-ended campaigns described as sandboxes.

I've seen 'sandboxes' used to describe a type of campaign, as compared to 'status quo'.

Sandbox campaigns are where all the challenges you meet are level-appropriate. The world is designed with the PCs in mind, in effect. p48 of the 3.5 DMG calls this 'tailored' campaigns.

Status quo campaigns are designed with the world in mind. Everyone knows that there are kobolds in the woods and a dragon in the mountain over the other side of the dread swamp. If your 1st levels PCs make their way across the dread swamp and attempt to take on the dragon, they will get squished.

So that's how I've always seen it used (that's not to say linguistic drift hasn't changed its meaning, of course!)

Cheers
 

Sandbox campaigns are where all the challenges you meet are level-appropriate. The world is designed with the PCs in mind, in effect. p48 of the 3.5 DMG calls this 'tailored' campaigns.

Hrm... Now that's completely different from how I've always heard the term "sandbox" used.

In general with regards to games--not just RPGs, but a lot of computer games use the term as well--it describes a game in which there is no set plots, storylines or "quests" at the beginning of the game. The players are free to wander about the "world" and do whatever they like or nothing at all... The world is simply presented to the players, and the players set their own goals without any prompting from the GM (or computer program). If anyone remembers the old PC game Elite: Frontier II, that would be a perfect example of a "sandbox" game. SimCity, at it most basic, is another good example.

Games with a strict storyline that must be followed to advance and "win" the game are in diametric opposition of sandbox games.

As mentioned above, the idea is that like in a sandbox, you are given the appropriate tools to play and build whatever you like and then you set free to do it.
 

I'd guess it ties into the difference between a game and a toy. "Worldbuilding" (quoted because the definition is unclear) has (can have) strong toy aspects to it, where as actual play sessions (obviously) have stronger game aspects.

A sand box is not a game per se; it is a toy that can be used to play games with, but is primarely intended to (merely) play with. It differs from, for example, a deck of cards, which can be used to (merely) play with (e.g. building card houses), but is primarely intended to play games with.

Thus the association between sandbox and strong-worldbuilding campaigns (which often feature "status-quo"), as opposed to strong-story/game (more likely to be "tailored") campaigns.

Imho ;)
 

Methinks Rounser hit it on the head. Though the first time I heard this phrase applied to anything other than an actual sandbox was with regards to the Grand Theft Auto series of video games, specifically GTAIII (and up).

Basically, yeah, there are things to do and quests to take on from the various NPCs, but you can also waste HOURS just wandering around doing whatever you want.
 

Personally I always found the term 'sandbox' somewhat ironic. A sandbox is always the same regardless what direction you look, and sandcastles are pretty easy to destroy. Not to mention that the sandboxed were usually pretty dirty thanks to some local cats ;) Then again, I have been known to think a bit too much about things like this a bit too much.
 

Interesting.

I happen to have used the term 'sandbox' recently in a post here on the forums referring to my campaign, and I definately meant something else than mentioned here by the majority of the posters.

in my opinion, a 'sandbox' is where you try things out. There is no definiative statement as to WHAT you are trying out, however.
For some, it may be trying out different adventures without a bigger storyline behind them. For others, it might be even a campaign where the characters change between adventures, allowing the players to try out different characters to experience the entire spectrum available to them without being fixed to a character's lifespan.

For me, it's trying out houserules, changing the basic assumptions of the D&D universe, etc. I introduce new books and rules, and sometimes change them or retract them a few sessions later.
Normally, i would be hesitant to do this, since the rules are the very foundation on which we play. This particular campaign, however, seems to thrive on it. it's my 'sandbox', and as long as the sandcastles hold, I'll keep playing.... :)
 

Personally I always found the term 'sandbox' somewhat ironic. A sandbox is always the same regardless what direction you look, and sandcastles are pretty easy to destroy. Not to mention that the sandboxed were usually pretty dirty thanks to some local cats ;) Then again, I have been known to think a bit too much about things like this a bit too much.

Appropriately, I've found that players can easily destroy a campaign, much like the proverbial sandcastle in a sandbox. :p
 

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